\section{Introduction} 
\label{sec:introduction}

Typical online multiplayer games are run in a client-server environment. Centralized, server-based structure has several advantages regarding the complexity of a system, but from the game provider's point of view, a P2P structure enables taking advantage of the participating players' hardware and bandwidth.

In this report we look at some of the challenges that comes with decentralizing a multiplayer game. Specifically, we present a P2P implementation of Ludo, where the responsibility of keeping and determining the state of a game is spread out to peers not participating in the game, and we describe some of the problems that arise with this decentralization, and how we have tried to solve them.
